Object Data

Malhas

O Data-Block Menu da malha pode ser usado para vincular os dados entre os objetos.

Vertex Groups

Vertex groups can be used to assign a group or weighted group to some operator. An object can have several weight groups and can be assigned in Weight Paint mode, or in Edit Mode via this panel.

Veja Vertex Groups para mais informações.

Shape Keys

Shape Keys can be used to transform one shape into another. See Painel Chaves de formato for more information.

Mapas UV

UV Maps are used to map a 3D object onto a 2D plane that determines where a texture appears on the 3D object. Different UV Maps can be used for different textures. For more information see Mapas UV.

Color Attributes

Color data can be applied directly to an object’s vertices rather than using a texture or a material. There are two modes to paint color attributes in. Use Vertex Paint mode to paint per face corner by enabling the paint mask in the header. This is useful to achieve sharp edges in the color attribute on low-poly assets. Alternatively use Sculpt mode to paint on a much higher vertex count.

Creating a New Color Attribute

To create a new Color Attribute select the plus icon next to the list of attributes. This action will open a pop-up with the following information.

Nome

The name of the Color Attribute which can be referenced elsewhere in Blender.

Domínio

The associated part of the geometry that stores the attribute. See Attribute Domains for more information.

Vertex:

Color Attributes are stored per each vertex.

Face Corner:

Color Attributes are stored per each corner of a face.

Data Type

The data type to represent colors internally.

Color:

RGBA color with floating-point precision.

Byte Color:

RGBA color with 8-bit precision.

Color

The default color to fill for every element in the domain.

Color Attribute Specials

These are operators that are available in the menu to the right of the attribute list.

Duplicate Color Attribute

Creates a copy of the active color attribute in the list.

Convert Color Attribute

Changes how the color attribute is stored.

Domínio

The associated part of the geometry that stores the attribute. See Attribute Domains for more information.

Vertex:

Color Attributes are stored per each vertex.

Face Corner:

Color Attributes are stored per each corner of a face.

Data Type

The data type to represent colors internally.

Color:

RGBA color with floating-point precision.

Byte Color:

RGBA color with 8-bit precision.

Face Maps

Face Maps create custom gizmos to deform meshes by assigning faces to Face Maps. They can be used to rig quickly within Object Mode and without making complicated rigging setups. Face Maps are currently not fully implemented in Blender and require add-ons to take full advantage of this feature.

Atributos

An attribute is data stored per mesh element. Every attribute has a data type, domain and name. This panel only lists custom attributes which excludes all the built-in attributes like position and other attributes like vertex groups.

See Attributes Reference for more information.

Normais

In geometry, a normal is a direction or line that is perpendicular to something, typically a triangle or surface but can also be relative to a line, a tangent line for a point on a curve, or a tangent plane for a point on a surface. Normals help to determine the shading of the mesh among other things.

See Normal Properties for more information.

Espaço de textura

Each object can have an automatically generated UV map, these maps can be adjusted here.

See Generated UV Properties for more information.

Remesh

Mesh objects, in particular meshes that have been modeled to represent organic objects, often have geometry that is not particularly uniform. This can cause problems if the object needs to be rigged or just needs simpler geometry for workflows such as 3D printing. Remeshing is a technique that rebuilds the geometry with a more uniform topology. Remeshing can either add or remove the amount of topology depending on the defined resolution. Remeshing is especially useful for sculpting, to generate better topology after blocking out the initial shape.

See Mesh Retopology for more information.

Dados da geometria

Mesh objects can have different types of custom data attached to them. This data is mostly used internally and can be exported by some exporters. See Dados da geometria for more information.